Object2D.js 20 KB

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  1. import {Vector2} from "./math/Vector2.js";
  2. import {Matrix} from "./math/Matrix.js";
  3. import {UUID} from "./math/UUID.js";
  4. /**
  5. * Base object class, implements all the object positioning and scaling features.
  6. *
  7. * Stores all the base properties shared between all objects as the position, transformation properties, children etc.
  8. *
  9. * Object2D object can be used as a group to the other objects drawn.
  10. *
  11. * @class
  12. */
  13. function Object2D()
  14. {
  15. /**
  16. * UUID of the object.
  17. *
  18. * @type {string}
  19. */
  20. this.uuid = UUID.generate();
  21. /**
  22. * List of children objects attached to the object.
  23. *
  24. * @type {Object2D[]}
  25. */
  26. this.children = [];
  27. /**
  28. * Parent object, the object position is affected by its parent position.
  29. *
  30. * @type {Object2D}
  31. */
  32. this.parent = null;
  33. /**
  34. * Depth level in the object tree, objects with higher depth are drawn on top.
  35. *
  36. * The layer value is considered first.
  37. *
  38. * @type {number}
  39. */
  40. this.level = 0;
  41. /**
  42. * Position of the object.
  43. *
  44. * The world position of the object is affected by its parent transform.
  45. *
  46. * @type {Vector2}
  47. */
  48. this.position = new Vector2(0, 0);
  49. /**
  50. * Origin of the object used as point of rotation.
  51. *
  52. * @type {Vector2}
  53. */
  54. this.origin = new Vector2(0, 0);
  55. /**
  56. * Scale of the object.
  57. *
  58. * The world scale of the object is affected by the parent transform.
  59. *
  60. * @type {Vector2}
  61. */
  62. this.scale = new Vector2(1, 1);
  63. /**
  64. * Rotation of the object relative to its center.
  65. *
  66. * The world rotation of the object is affected by the parent transform.
  67. *
  68. * @type {number}
  69. */
  70. this.rotation = 0.0;
  71. /**
  72. * Indicates if the object is visible.
  73. *
  74. * @type {boolean}
  75. */
  76. this.visible = true;
  77. /**
  78. * Layer of this object, objects are sorted by layer value.
  79. *
  80. * Lower layer value is draw first, higher layer value is drawn on top.
  81. *
  82. * @type {number}
  83. */
  84. this.layer = 0;
  85. /**
  86. * Local transformation matrix applied to the object.
  87. *
  88. * @type {Matrix}
  89. */
  90. this.matrix = new Matrix();
  91. /**
  92. * Global transformation matrix multiplied by the parent matrix.
  93. *
  94. * Used to transform the object before projecting into screen coordinates.
  95. *
  96. * @type {Matrix}
  97. */
  98. this.globalMatrix = new Matrix();
  99. /**
  100. * Inverse of the global (world) transform matrix.
  101. *
  102. * Used to convert pointer input points (viewport space) into object coordinates.
  103. *
  104. * @type {Matrix}
  105. */
  106. this.inverseGlobalMatrix = new Matrix();
  107. /**
  108. * Mask objects being applied to this object. Used to mask/subtract portions of this object when rendering.
  109. *
  110. * Multiple masks can be used simultaneously. Same mask might be reused for multiple objects.
  111. *
  112. * @type {Mask[]}
  113. */
  114. this.masks = [];
  115. /**
  116. * Indicates if the transform matrix should be automatically updated every frame.
  117. *
  118. * Set this false for better performance. But if you do so dont forget to set matrixNeedsUpdate every time that a transform attribute is changed.
  119. *
  120. * @type {boolean}
  121. */
  122. this.matrixAutoUpdate = true;
  123. /**
  124. * Indicates if the matrix needs to be updated, should be set true after changes to the object position, scale or rotation.
  125. *
  126. * The matrix is updated before rendering the object, after the matrix is updated this attribute is automatically reset to false.
  127. *
  128. * @type {boolean}
  129. */
  130. this.matrixNeedsUpdate = true;
  131. /**
  132. * Draggable controls if its possible to drag the object around. Set this true to enable dragging events on this object.
  133. *
  134. * The onPointerDrag callback is used to update the state of the object while being dragged, by default it just updates the object position.
  135. *
  136. * @type {boolean}
  137. */
  138. this.draggable = false;
  139. /**
  140. * Indicates if this object uses pointer events.
  141. *
  142. * Can be set false to skip the pointer interaction events, better performance if pointer events are not required.
  143. *
  144. * @type {boolean}
  145. */
  146. this.pointerEvents = true;
  147. /**
  148. * Flag to indicate whether this object ignores the viewport transformation.
  149. *
  150. * @type {boolean}
  151. */
  152. this.ignoreViewport = false;
  153. /**
  154. * Flag to indicate if the context of canvas should be saved before render.
  155. *
  156. * @type {boolean}
  157. */
  158. this.saveContextState = true;
  159. /**
  160. * Flag to indicate if the context of canvas should be restored after render.
  161. *
  162. * @type {boolean}
  163. */
  164. this.restoreContextState = true;
  165. /**
  166. * Flag indicating if the pointer is inside of the element.
  167. *
  168. * Used to control object event.
  169. *
  170. * @type {boolean}
  171. */
  172. this.pointerInside = false;
  173. /**
  174. * Flag to indicate if the object is currently being dragged.
  175. *
  176. * @type {boolean}
  177. */
  178. this.beingDragged = false;
  179. /**
  180. * Indicates if the object should be serialized or not as a child of another object.
  181. *
  182. * Used to prevent duplicate serialization data on custom objects. Should be set false for objects added on constructor.
  183. *
  184. * @type {boolean}
  185. */
  186. this.serializable = true;
  187. }
  188. Object2D.prototype.constructor = Object2D;
  189. /**
  190. * Type of the object, used for data serialization and/or checking the object type.
  191. *
  192. * The name used should match the object constructor name. But it is not required.
  193. *
  194. * If this type is from an external library you can add the library name to the object type name to prevent collisions.
  195. *
  196. * @type {string}
  197. */
  198. Object2D.prototype.type = "Object2D";
  199. /**
  200. * List of available object types known by the application. Stores the object constructor by object type.
  201. *
  202. * Newly created types should be introduced in this map for data serialization support.
  203. *
  204. * New object types should be added using the Object2D.register() method.
  205. *
  206. * @static
  207. * @type {Map<string, Function>}
  208. */
  209. Object2D.types = new Map([[Object2D.prototype.type, Object2D]]);
  210. /**
  211. * Register a object type into the application. Associates the type string to the object constructor.
  212. *
  213. * Should be called for every new object class implemented if you want to be able to serialize and parse data.
  214. *
  215. * @param {Function} constructor Object constructor.
  216. * @param {string} type Object type name.
  217. */
  218. Object2D.register = function(constructor, type)
  219. {
  220. Object2D.types.set(type, constructor);
  221. };
  222. /**
  223. * Check if a point in world coordinates intersects this object or its children and get a list of the objects intersected.
  224. *
  225. * @param {Vector2} point Point in world coordinates.
  226. * @param {Object2D[]} list List of objects intersected passed to children objects recursively.
  227. * @return {Object2D[]} List of object intersected by this point.
  228. */
  229. Object2D.prototype.getWorldPointIntersections = function(point, list)
  230. {
  231. if(list === undefined)
  232. {
  233. list = [];
  234. }
  235. // Calculate the pointer position in the object coordinates
  236. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  237. if(this.isInside(localPoint))
  238. {
  239. list.push(this);
  240. }
  241. // Iterate trough the children
  242. for(var i = 0; i < this.children.length; i++)
  243. {
  244. this.children[i].getWorldPointIntersections(point, list);
  245. }
  246. return list;
  247. };
  248. /**
  249. * Check if a point in world coordinates intersects this object or some of its children.
  250. *
  251. * @param {Vector2} point Point in world coordinates.
  252. * @param {boolean} recursive If set to true it will also check intersections with the object children.
  253. * @return {boolean} Returns true if the point in inside of the object.
  254. */
  255. Object2D.prototype.isWorldPointInside = function(point, recursive)
  256. {
  257. // Calculate the pointer position in the object coordinates
  258. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  259. if(this.isInside(localPoint))
  260. {
  261. return true;
  262. }
  263. // Iterate trough the children
  264. if(recursive)
  265. {
  266. for(var i = 0; i < this.children.length; i++)
  267. {
  268. if(this.children[i].isWorldPointInside(point, true))
  269. {
  270. return true;
  271. }
  272. }
  273. }
  274. return false;
  275. };
  276. /**
  277. * Destroy the object, removes it from the parent object.
  278. */
  279. Object2D.prototype.destroy = function()
  280. {
  281. if(this.parent !== null)
  282. {
  283. this.parent.remove(this);
  284. }
  285. };
  286. /**
  287. * Traverse the object tree and run a function for all objects.
  288. *
  289. * @param {Function} callback Callback function that receives the object as parameter.
  290. */
  291. Object2D.prototype.traverse = function(callback)
  292. {
  293. callback(this);
  294. for(var i = 0; i < this.children.length; i++)
  295. {
  296. this.children[i].traverse(callback);
  297. }
  298. };
  299. /**
  300. * Get a object from its children list by its UUID.
  301. *
  302. * @param {string} uuid UUID of the object to get.
  303. * @return {Object2D} The object that has the UUID specified, null if the object was not found.
  304. */
  305. Object2D.prototype.getChildByUUID = function(uuid)
  306. {
  307. var object = null;
  308. this.traverse(function(child)
  309. {
  310. if(child.uuid === uuid)
  311. {
  312. object = child;
  313. }
  314. });
  315. return object;
  316. };
  317. /**
  318. * Attach a children to this object.
  319. *
  320. * The object is set as children of this object and the transformations applied to this object are traversed to its children.
  321. *
  322. * @param {Object2D} object Object to attach to this object.
  323. */
  324. Object2D.prototype.add = function(object)
  325. {
  326. object.parent = this;
  327. object.level = this.level + 1;
  328. object.traverse(function(child)
  329. {
  330. if(child.onAdd !== null)
  331. {
  332. child.onAdd(this);
  333. }
  334. });
  335. this.children.push(object);
  336. };
  337. /**
  338. * Remove object from the children list.
  339. *
  340. * @param {Object2D} children Object to be removed.
  341. */
  342. Object2D.prototype.remove = function(children)
  343. {
  344. var index = this.children.indexOf(children);
  345. if(index !== -1)
  346. {
  347. var object = this.children[index];
  348. object.parent = null;
  349. object.level = 0;
  350. object.traverse(function(child)
  351. {
  352. if(child.onRemove !== null)
  353. {
  354. child.onRemove(this);
  355. }
  356. });
  357. this.children.splice(index, 1)
  358. }
  359. };
  360. /**
  361. * Check if a point is inside of the object. Used by the renderer check for pointer collision (required for the object to properly process pointer events).
  362. *
  363. * Point should be in local object coordinates.
  364. *
  365. * To check if a point in world coordinates intersects the object the inverseGlobalMatrix should be applied to that point before calling this method.
  366. *
  367. * @param {Vector2} point Point in local object coordinates.
  368. * @return {boolean} True if the point is inside of the object.
  369. */
  370. Object2D.prototype.isInside = function(point)
  371. {
  372. return false;
  373. };
  374. /**
  375. * Update the transformation matrix of the object.
  376. *
  377. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  378. */
  379. Object2D.prototype.updateMatrix = function(context)
  380. {
  381. if(this.matrixAutoUpdate || this.matrixNeedsUpdate)
  382. {
  383. this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
  384. this.globalMatrix.copy(this.matrix);
  385. if(this.parent !== null)
  386. {
  387. this.globalMatrix.premultiply(this.parent.globalMatrix);
  388. }
  389. this.inverseGlobalMatrix = this.globalMatrix.getInverse()
  390. this.matrixNeedsUpdate = false;
  391. }
  392. };
  393. /**
  394. * Apply the transform to the rendering context, it is assumed that the viewport transform is pre-applied to the context.
  395. *
  396. * This is called before style() and draw(). It can also be used for some pre-rendering logic.
  397. *
  398. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  399. * @param {Viewport} viewport Viewport applied to the canvas.
  400. * @param {Element} canvas DOM canvas element where the content is being drawn.
  401. * @param {Renderer} renderer Renderer object being used to draw the object into the canvas.
  402. */
  403. Object2D.prototype.transform = function(context, viewport, canvas, renderer)
  404. {
  405. this.globalMatrix.tranformContext(context);
  406. };
  407. /**
  408. * Style is called right before draw() it should not draw any content into the canvas, all context styling should be applied here (colors, fonts, etc).
  409. *
  410. * The draw() and style() methods can be useful for objects that share the same styling attributes but are drawing differently.
  411. *
  412. * Should be implemented by underlying classes.
  413. *
  414. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  415. * @param {Viewport} viewport Viewport used to view the canvas content.
  416. * @param {Element} canvas DOM canvas element where the content is being drawn.
  417. */
  418. Object2D.prototype.style = null; // function(context, viewport, canvas){};
  419. /**
  420. * Draw the object into the canvas, this is called transform() and style(), should be where the content is actually drawn into the canvas.
  421. *
  422. * Should be implemented by underlying classes.
  423. *
  424. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  425. * @param {Viewport} viewport Viewport used to view the canvas content.
  426. * @param {Element} canvas DOM canvas element where the content is being drawn.
  427. */
  428. Object2D.prototype.draw = null; // function(context, viewport, canvas){};
  429. /**
  430. * Callback method while the object is being dragged across the screen.
  431. *
  432. * By default is adds the delta value to the object position (making it follow the mouse movement).
  433. *
  434. * Delta is the movement of the pointer already translated into local object coordinates.
  435. *
  436. * To detect when the object drag stops the onPointerDragEnd() method can be used.
  437. *
  438. * @param {Pointer} pointer Pointer object that receives the user input.
  439. * @param {Viewport} viewport Viewport where the object is drawn.
  440. * @param {Vector2} delta Pointer movement diff in world space since the last frame.
  441. * @param {Vector2} positionWorld Position of the dragging pointer in world coordinates.
  442. */
  443. Object2D.prototype.onPointerDrag = function(pointer, viewport, delta, positionWorld)
  444. {
  445. this.position.add(delta);
  446. };
  447. /**
  448. * Callback method called when the pointer drag start after the button was pressed
  449. *
  450. * @param {Pointer} pointer Pointer object that receives the user input.
  451. * @param {Viewport} viewport Viewport where the object is drawn.
  452. */
  453. Object2D.prototype.onPointerDragStart = null;
  454. /**
  455. * Callback method called when the pointer drag ends after the button has been released.
  456. *
  457. * @param {Pointer} pointer Pointer object that receives the user input.
  458. * @param {Viewport} viewport Viewport where the object is drawn.
  459. */
  460. Object2D.prototype.onPointerDragEnd = null;
  461. /**
  462. * Method called when the object its added to a parent.
  463. *
  464. * @param {Object2D} parent Parent object were it was added.
  465. */
  466. Object2D.prototype.onAdd = null;
  467. /**
  468. * Method called when the object gets removed from its parent
  469. *
  470. * @param {Object2D} parent Parent object from were the object is being removed.
  471. */
  472. Object2D.prototype.onRemove = null;
  473. /**
  474. * Callback method called every time before the object is draw into the canvas.
  475. *
  476. * Should be used to run object logic, any preparation code, move the object, etc.
  477. *
  478. * This method is called for every object before rendering.
  479. */
  480. Object2D.prototype.onUpdate = null;
  481. /**
  482. * Callback method called when the pointer enters the object.
  483. *
  484. * It is not called while the pointer is inside of the object, just on the first time that the pointer enters the object for that use onPointerOver()
  485. *
  486. * @param {Pointer} pointer Pointer object that receives the user input.
  487. * @param {Viewport} viewport Viewport where the object is drawn.
  488. */
  489. Object2D.prototype.onPointerEnter = null;
  490. /**
  491. * Method called when the was inside of the object and leaves the object.
  492. *
  493. * @param {Pointer} pointer Pointer object that receives the user input.
  494. * @param {Viewport} viewport Viewport where the object is drawn.
  495. */
  496. Object2D.prototype.onPointerLeave = null;
  497. /**
  498. * Method while the pointer is over (inside) of the object.
  499. *
  500. * @param {Pointer} pointer Pointer object that receives the user input.
  501. * @param {Viewport} viewport Viewport where the object is drawn.
  502. */
  503. Object2D.prototype.onPointerOver = null;
  504. /**
  505. * Method called while the pointer button is pressed.
  506. *
  507. * @param {Pointer} pointer Pointer object that receives the user input.
  508. * @param {Viewport} viewport Viewport where the object is drawn.
  509. */
  510. Object2D.prototype.onButtonPressed = null;
  511. /**
  512. * Method called while the pointer button is double clicked.
  513. *
  514. * @param {Pointer} pointer Pointer object that receives the user input.
  515. * @param {Viewport} viewport Viewport where the object is drawn.
  516. */
  517. Object2D.prototype.onDoubleClick = null;
  518. /**
  519. * Callback method called when the pointer button is pressed down (single time).
  520. *
  521. * @param {Pointer} pointer Pointer object that receives the user input.
  522. * @param {Viewport} viewport Viewport where the object is drawn.
  523. */
  524. Object2D.prototype.onButtonDown = null;
  525. /**
  526. * Method called when the pointer button is released (single time).
  527. *
  528. * @param {Pointer} pointer Pointer object that receives the user input.
  529. * @param {Viewport} viewport Viewport where the object is drawn.
  530. */
  531. Object2D.prototype.onButtonUp = null;
  532. /**
  533. * Serialize the object data into a JSON object. That can be written into a file, sent using HTTP request etc.
  534. *
  535. * All required attributes to recreate the object in its current state should be stored. Relations between children should be stored by their UUID only.
  536. *
  537. * Data has to be parsed back into a usable object.
  538. *
  539. * @param {boolean} recursive If set false the children list is not serialized, otherwise all children are serialized.
  540. * @return {Object} Serialized object data.
  541. */
  542. Object2D.prototype.serialize = function(recursive)
  543. {
  544. var data = {
  545. uuid: this.uuid,
  546. type: this.type,
  547. position: this.position.toArray(),
  548. origin: this.origin.toArray(),
  549. scale: this.scale.toArray(),
  550. rotation: this.rotation,
  551. visible: this.visible,
  552. layer: this.layer,
  553. matrix: this.matrix.m,
  554. globalMatrix: this.globalMatrix.m,
  555. inverseGlobalMatrix: this.inverseGlobalMatrix.m,
  556. matrixAutoUpdate: this.matrixAutoUpdate,
  557. draggable: this.draggable,
  558. pointerEvents: this.pointerEvents,
  559. ignoreViewport: this.ignoreViewport,
  560. saveContextState: this.saveContextState,
  561. restoreContextState: this.restoreContextState,
  562. children: [],
  563. masks: []
  564. };
  565. if(recursive !== false)
  566. {
  567. for(var i = 0; i < this.children.length; i++)
  568. {
  569. if(this.children[i].serializable)
  570. {
  571. data.children.push(this.children[i].serialize());
  572. }
  573. }
  574. }
  575. for(var i = 0; i < this.masks.length; i++)
  576. {
  577. data.masks.push(this.masks[i].uuid);
  578. }
  579. return data;
  580. };
  581. /**
  582. * Parse serialized object data and fill the object attributes.
  583. *
  584. * Implementations of this method should only load the attributes added to the structure, the based method already loads common attributes.
  585. *
  586. * Dont forget to register object types using the Object2D.register() method.
  587. *
  588. * @param {Object} data Object data loaded from JSON.
  589. * @param {Object2D} root Root object being loaded can be used to get references to other objects.
  590. */
  591. Object2D.prototype.parse = function(data, root)
  592. {
  593. this.uuid = data.uuid;
  594. this.position.fromArray(data.position);
  595. this.origin.fromArray(data.origin);
  596. this.scale.fromArray(data.scale);
  597. this.rotation = data.rotation;
  598. this.visible = data.visible;
  599. this.layer = data.layer;
  600. this.matrix = new Matrix(data.matrix);
  601. this.globalMatrix = new Matrix(data.globalMatrix);
  602. this.inverseGlobalMatrix = new Matrix(data.inverseGlobalMatrix);
  603. this.matrixAutoUpdate = data.matrixAutoUpdate;
  604. this.draggable = data.draggable;
  605. this.pointerEvents = data.pointerEvents;
  606. this.ignoreViewport = data.ignoreViewport;
  607. this.saveContextState = data.saveContextState;
  608. this.restoreContextState = data.restoreContextState;
  609. for(var i = 0; i < this.masks.length; i++)
  610. {
  611. data.masks.push(root.getChildByUUID(data.masks[i]));
  612. }
  613. };
  614. /**
  615. * Create objects from serialized object data into the proper data structures.
  616. *
  617. * All objects should implement serialization methods to serialize and load data properly.
  618. *
  619. * First all objects instances are created to ensure that object trying to get references to other object can have the data accessible, only then the parse method is called.
  620. *
  621. * @static
  622. * @param {Object} data Object data loaded from JSON.
  623. * @return {Object2D} Parsed object data.
  624. */
  625. Object2D.parse = function(data)
  626. {
  627. // List of objects created stored as pairs of object, data to be later parsed.
  628. var objects = [];
  629. // Parse all objects from the data object recursively and create the correct instances.
  630. function createObjectInstances(data)
  631. {
  632. if(!Object2D.types.has(data.type))
  633. {
  634. throw new Error("Object type " + data.type + " unknown. Cannot parse data.");
  635. }
  636. var Constructor = Object2D.types.get(data.type);
  637. var object = new Constructor();
  638. object.uuid = data.uuid;
  639. objects.push({object: object, data: data});
  640. for(var i = 0; i < data.children.length; i++)
  641. {
  642. object.add(createObjectInstances(data.children[i]));
  643. }
  644. return object;
  645. }
  646. var root = createObjectInstances(data);
  647. // Parse objects data
  648. for(var i = 0; i < objects.length; i++)
  649. {
  650. objects[i].object.parse(objects[i].data, root);
  651. }
  652. return root;
  653. };
  654. export {Object2D};